My name is Maurice and I'm a janitor at the Linköping Cathedral.
What's been keeping me awake:
The cathedral is filled with nooks and corners where it's possible to hide. Somebody has to guard the church, night and day. Anybody can be a thief.
What just happened to me:
The small door behind the priest's pulpit, the one that has alwys been closed and locked. One day, or was it night, it was open and there I saw Them.
What's on the surface:
Grayed and aging and quite stern. Anybody can be a thief but nice and kindly when the opposite is proofed. Buying coffee and maybe something to go with the the coffee goes straight to his heart.
What lies beneath:
So much older than one would think! Is it the alcohol that preserves? Or the drugs he learned to use in the trenches of Verdun during the first world war?
What's my Path:
The small door behind the priest's pulpit must be closed. It's a pity that the key is somewhere on the other side of the door and that I have never seen it but I will know it when I find it.
Discipline: 3
Current exhaustion: 0
Permanent madness: 0
Respones: 2 Flight, 1 Fight
Exhaustion talent:
Moving at an olympic athlete's level or maybe slightly above.
Madness talent:
Control the weather; first level is within what's reasonable for the season and place, second level is uncommon for the season and third level is whatever is possible for the place but can be out of season.
Saturday, June 2, 2012
Friday, June 1, 2012
Dont Rest Your Head
We have taken a break in the Mouse Guard SPQM campaign for several reason (yes, there's still sessions to blog about and they will come). In the meantime we will try Don't Rest your Head. DRYH is about protagonists that have lived a life with very little or none sleep and suddenly they start to see things. They realise that many of the things from dreams and nightmares are for real. Normal people, slumberers, just don't see them. A slight problem is that now that they are aware of the mightmares they are suddenly more of a target for the nightmares. Usually the protagonists have some interest in the nightmare part of the world while they still must live their normal lives that probably was leaving being normal before they saw the nightmare world and now's just gonna be more crazy.
The rules are quite simple and center around Discipline wich is the potential a protagonist has to do something "the normal way". Now the characters aren't normal so they can tap into other source to do hard or strange stuff, one is pure madness and one is pushing themselves to the brink of what humans can do by exhausting them more than normal people can do. When pushing them selves they have a certain field where they can excel and when tapping into madness they can sometimes exercise a supernatural talent.
The system uses dice pools which are increased when certain talents are used. Different aspects like discipline, madness and exhaustion har different colours on the dice and when a roll is made on checks which aspect is n dominance by compare the different colour sets of dice.
I will try to blog this campaign as well and will start by presenting the protagonists.
The rules are quite simple and center around Discipline wich is the potential a protagonist has to do something "the normal way". Now the characters aren't normal so they can tap into other source to do hard or strange stuff, one is pure madness and one is pushing themselves to the brink of what humans can do by exhausting them more than normal people can do. When pushing them selves they have a certain field where they can excel and when tapping into madness they can sometimes exercise a supernatural talent.
The system uses dice pools which are increased when certain talents are used. Different aspects like discipline, madness and exhaustion har different colours on the dice and when a roll is made on checks which aspect is n dominance by compare the different colour sets of dice.
I will try to blog this campaign as well and will start by presenting the protagonists.
Sunday, March 4, 2012
SPQM c1s17
The winter is closing in, time to leave to be able to get to Asylum before winter sets in and they get caught up somewhere? There will be a need for Pretorian Guards in Rustica to clear things up. Now The Guard doesn't have that kind of resources but to make the city dwellers believe that's what's gonna happen Dekia writes a letter to the city's government where she stakes out the needs the city has to fullfill the next summer when The Guard returns.
They try to get a smith to even out Dekia's shield so it at least will be useable if not as good as before. That of course wouldn't be a matter - unless weapon smithy was illegal. Even if it's for The Pretorian Guard The Milita must acknowlege it. De can't arrange a permission that fast but offer to give a basic repair along with some of their own equipment as a nice gesture but can't promise it will be ready tomorrow.
The patrol mice spend some time waiting for Nona and also to get some time off duty. They walk the streets as tourists, Gaius buy souvenires and they also decide to test something called vole booze. They find out that it's only served in the outskirts of the city and in the harbour area - and only after work day's ending. A little confused but with their curiosity awakened they visit a so called tavern in the harbour area in the evening. They try the thing, puke, get rumbling stomachs and decide to never do it again.
They leave and walk for their own inn when they suddenly get attacked by jumping spiders, a coordinated attack from three directions (Obstacle: Fight Animal versus 4D, Passed). They hear the mice letting the spiders go and managed to unsheat their weapons and fight the spiders off easy but there's no use in trying to follow the mice behind it in the dark and with their lead. They decide to carry on towards the inn. Suddenly Gaius almost get a roof brick in his head, something that would hurt him bad, maybe even killed him (Obstacle: Fighter versus 4D, Passed). This time they're not gonna let the culprit go and rush towards the closest stairs but when they get up on the roof the mouse there, knowing his ways around manged to sneak down before they came up and now have run out via some other stairs (End of GM's Turn).
When they arrive to the inn there is almost an upstirring there. The other patrol mice has also been attacked or had ''mysterious accidents'' and are in the mood for revenge, on the the responsible and the city in general. On of the ''ooops-accidents'' was a discus at the palestra who almost hit one of the mice directly in the head wich would have rendered him out of duty in one action. Some of them were attacked on the streets and so on.
Gaius decide that they shall leave the city and return to Asylum otherwise they won't make it before winter. Lucius is a little surprised by this un-Gaius-like behaviour, he expected a revenge led by Gaius himself. As they get a grip on the sistuation and hav some rest Lucius endulge in food and wine and fill his stomach and mind (Check: Resources Ob1, Passed, Condition Hungry & Thirsty is removed). Gaius is taking it uncharacteristically easy but is stil frustrated and angry although he tries to get over it and all that has happened (Check: Will Ob2, Failed). Dekia goes to bed early and manage to get a good night's rest (Check: Health Ob3, Passed, Condition Tired is removed). They sleep with a guard watching the room (End of Player's Turn).
Monday, February 20, 2012
SPQM c1s16c
The by the forefathers damned captain of the so called civil guard doesn't really seem to care about the order in the city, at least not when it's patrol mice that get attacked. The patrol mice bite their tongues and don't speak up but leave and meet up with the rest of the patrol mice (except Nona and her patrol).
There they are approached by a messenger from the duumviirs of the city who tells them that they ''ought to'' leave their weapons by the guard. After a lot of argumenting they do this but to be able to have at least a few armed mice they apply for bodyguard permission for the patrol leaders, the centurio. If acknowleged each of them will be allowed to have a bodyguard armed with knofe or dagger but it will take time to process their application. When they leave their weapons with the guard they manage to get a list of toll transaktion to find out who trades most, least and in between. Gaius patrol mice divide the lists between themselves and during the coming days they find out who are trading the most over the city borders, among others a gold and silver trader and a seed trader. When questioned the seed trader actually answers that he has noticed some changes in who buys what and in what amounts mice buy or sell. He has noticed a substantial raise in the price of seeds but no special raise in the buying of seed as traders had seen in Lostora. During these days the rest of the patrol os marching up and down the streets where they think the black mailers are working to give them a hard time.
As they are doing some progress Lucius manage to get in balance again (Check; Passed Will Ob 2, Undisciplined (Angry) is removed).
Dekia tries to provoke Vorenus, the black mailing mouse, to come forward by spreading the romour that they are gonna stay in Rustica for a long time (Check; Succeed with Condition) and manage to provoke him to do something (End of Player's Turn).
There they are approached by a messenger from the duumviirs of the city who tells them that they ''ought to'' leave their weapons by the guard. After a lot of argumenting they do this but to be able to have at least a few armed mice they apply for bodyguard permission for the patrol leaders, the centurio. If acknowleged each of them will be allowed to have a bodyguard armed with knofe or dagger but it will take time to process their application. When they leave their weapons with the guard they manage to get a list of toll transaktion to find out who trades most, least and in between. Gaius patrol mice divide the lists between themselves and during the coming days they find out who are trading the most over the city borders, among others a gold and silver trader and a seed trader. When questioned the seed trader actually answers that he has noticed some changes in who buys what and in what amounts mice buy or sell. He has noticed a substantial raise in the price of seeds but no special raise in the buying of seed as traders had seen in Lostora. During these days the rest of the patrol os marching up and down the streets where they think the black mailers are working to give them a hard time.
As they are doing some progress Lucius manage to get in balance again (Check; Passed Will Ob 2, Undisciplined (Angry) is removed).
Dekia tries to provoke Vorenus, the black mailing mouse, to come forward by spreading the romour that they are gonna stay in Rustica for a long time (Check; Succeed with Condition) and manage to provoke him to do something (End of Player's Turn).
SPQM c1s16b
As the patrol returns to the inn they go by the palestra and have a long and hard nice exercising. After bathing they actually return to the inn, only to find that their spears has been broken, their wooden shields has been hacked at with axes. Dekia's round bronze shield has been severely buckled as have their helmets. Their swords and weapon belts have been peed on. One big and utterly offensive act against them and The Pretorian Guard. Although they actually threatens people at and around the inn noone has heard or seen anything. They are apparently afraid of someone. The patrols switch inn and soak up their belts in a try to get the worst smell out of them. Nona doesn't appear.
It is quite obvious that the black mailing mouse they met yesterday is responsible so they decide to pay him a visit early in the morning, all ten of them (Nona and her patrol have still not appeared). As they arrive two ''muscles'' stand guard at the gate to the stairs in the insula. The patrols take care of them and bring them to the appartment of the black mailing mouse. Nobody answers so they break in and find nothing else but a bedroll. They search for places to hide stuff but find nothing.
When they leave and enter the street they hear somebody whistle and suddenly about twenty mice appear from both ends of the street and attack them. The mice try to hurt them badly, probably to scare them off. They fight back and try to get away without getting injured (Check; Fighter versus Fighter, Passed). Gaius and his patrol walks to the inn The golden Leaf where they're supposed to find the black mailer. On the way over there they spot the city's civil guard who seems to keep the distance both to the patrol and the fight they had a short while ago. A strange behaviour for a guard one might think. At The Golden Leaf there's a captain of the guard and when speaking to him they realize that he thinks that they provoked the mice of the city and thereby started the fight and either they handle that and take the damage or they start a process and accuse someone of something. Gaius is furious.
It is quite obvious that the black mailing mouse they met yesterday is responsible so they decide to pay him a visit early in the morning, all ten of them (Nona and her patrol have still not appeared). As they arrive two ''muscles'' stand guard at the gate to the stairs in the insula. The patrols take care of them and bring them to the appartment of the black mailing mouse. Nobody answers so they break in and find nothing else but a bedroll. They search for places to hide stuff but find nothing.
When they leave and enter the street they hear somebody whistle and suddenly about twenty mice appear from both ends of the street and attack them. The mice try to hurt them badly, probably to scare them off. They fight back and try to get away without getting injured (Check; Fighter versus Fighter, Passed). Gaius and his patrol walks to the inn The golden Leaf where they're supposed to find the black mailer. On the way over there they spot the city's civil guard who seems to keep the distance both to the patrol and the fight they had a short while ago. A strange behaviour for a guard one might think. At The Golden Leaf there's a captain of the guard and when speaking to him they realize that he thinks that they provoked the mice of the city and thereby started the fight and either they handle that and take the damage or they start a process and accuse someone of something. Gaius is furious.
Monday, February 6, 2012
SPQM c1s16a
As they stay in Rustica to wait for Nona's completion of her secret mission they keep on looking for signs of The Miller or his doing. As they walk down the street they hear someone telling one of the craftsman in one of the many shops at the street level of the insula buildings ''You better pay or else...''. It's a jeweller in an obvious uncomfortable conversation with a nicely dressed mouse. Gaius interprets it as black-mailing grabs the nice-looking mouse and drags him away from the jeweller starts an animated argument with him. There is no direct connection between a witnessed threat from the mouse and he says he repressents a grup of mice keeping the bad mice away and protecting the good ones that pay them to. Gaius and Lucius follows the mouse as he walks away but Dekia stays and talks to the jeweller.
Dekia buy a thin necklace a little cheaper if she promises to show it off and tell everyone where it came from and mangae to start a little discussion about the mouse who just left and actually gets him to tell that there is something that could be called black-mailing going on (Obstacle: Persuader, Passed).
The black-mailer walks on floowed by Gaius and just behind him Lucius. Suddenly four big mice show up from different directions and try to separate Gaius from Lucius and attack Gaius. Lucius grabs the black-mailer and points at the bandits and ''happens'' to get in the way for one of them. The other three jumps Gaius and throws him to the street and kicks him and then disappear (Obstacle: Failed with a Twist). Gaius pass out for a moment from the pain but don't get seriously injured (Twist: Become Injured from the beating, Health, Passed). The four mice disappears and the street clears quickly.
Gaius gets on his feet again and with this as an excuse the all three escort the nicely dressed black-mailer so that he should get in trouble. He tries to resist but they follow him whereever he goes and is very reluctant to open when they get to his home. They make it clear that he has no other alternative than to open and go in to porve that he lives there and aren't trying to fool them. The apartment are in a quite fashionable insula and obviously he has some money. As the make him open he shouts loudly about their and The Pretorian Guards fascist methods.
Now they have a little problem. Should they tackle this obvious problem? In Navalia or Sapientia it's clear that they don't have any jurisdiction but this is one of The Free Farming Cities and they aren't really members of The League of Mice Cities?
They turn to mice of the local curia but htey don't think it's possible to accuse anyone for anything. Rather they think that it seems like the mouse is keeping the order. It's their, the patrol's, risk if they want to charge him of anything. Seems like the cities leaders either can't handle the situation or don't want to. The Guard has no rsources for it either (End of GM's Turn).
Dekia buy a thin necklace a little cheaper if she promises to show it off and tell everyone where it came from and mangae to start a little discussion about the mouse who just left and actually gets him to tell that there is something that could be called black-mailing going on (Obstacle: Persuader, Passed).
The black-mailer walks on floowed by Gaius and just behind him Lucius. Suddenly four big mice show up from different directions and try to separate Gaius from Lucius and attack Gaius. Lucius grabs the black-mailer and points at the bandits and ''happens'' to get in the way for one of them. The other three jumps Gaius and throws him to the street and kicks him and then disappear (Obstacle: Failed with a Twist). Gaius pass out for a moment from the pain but don't get seriously injured (Twist: Become Injured from the beating, Health, Passed). The four mice disappears and the street clears quickly.
Gaius gets on his feet again and with this as an excuse the all three escort the nicely dressed black-mailer so that he should get in trouble. He tries to resist but they follow him whereever he goes and is very reluctant to open when they get to his home. They make it clear that he has no other alternative than to open and go in to porve that he lives there and aren't trying to fool them. The apartment are in a quite fashionable insula and obviously he has some money. As the make him open he shouts loudly about their and The Pretorian Guards fascist methods.
Now they have a little problem. Should they tackle this obvious problem? In Navalia or Sapientia it's clear that they don't have any jurisdiction but this is one of The Free Farming Cities and they aren't really members of The League of Mice Cities?
They turn to mice of the local curia but htey don't think it's possible to accuse anyone for anything. Rather they think that it seems like the mouse is keeping the order. It's their, the patrol's, risk if they want to charge him of anything. Seems like the cities leaders either can't handle the situation or don't want to. The Guard has no rsources for it either (End of GM's Turn).
Sunday, February 5, 2012
Roma obscura session 5b (c2s5b)
After cleaning up after the battle with the pirates the two cohorts march on towards Delphi. The resources are used effectively and each day's march well planned. Since Atia has a good reputation among the legionaires they make an extra effort for her and they march on effectively like a roman troop should, even a little better than that and although they are short on resources they don't end (Check; Lead the march to Delphi effectively, Militarist, Passed). Everyone is looking forward to be stationed close to more civilised areas with a big city though.
As they are closing in to Delphi they send a message to the king of Delphi that they are coming and are gonna be stationed there to keep the order of Rome and when possible help Delphi with what they can. A few days later, close to Delphi The right hand of the king of Delphi met up and greet them. He is very polite, almost overly so, and tells them that they can camp about a half day's march from Delphi. That won't do according to Atia and Mettia and after some discussion they have to give them an area close to the city for a third of the troops. The two parts of the troops get one guide each and as The right hand of the king of Delphi leaves they march on. Atia take her cohort and Mettia's third maniple to the big camp further away and Mettia take her forst and second maniple to the area close to Delphi.
Mettia guide show them an area of dried out land, hard totaly dry land with cracks in it. As they stand there the wind blow some dust in their eyes. The area looks like something where factorys once were and strange experiments were carried out. Mettia and the guide exchange polite phrases in something that could be called greek and somewhere along the line the guide calls Mettia a cow, at least that's what Mettia hears. Now the discussion is finished, the greeks may treat their own women like second class humans without citizen rights but no greek shall stand here or anywhere else and call her a cow. She is firstborn, family head-to-be, tribune and lead for 600 legionaries and cavallry and auxilaries. She has the guide to show them another area close to the mountains where there will be shadows all the time instead of sun but that's better. The area is also actually possible to dig trenches in and there's wood for building and fire and grass for the donkies and oxens. It is a little close to The Inspired One's factories though but hopefullly no too bad smoke will blow on them (End of Player's Turn).
As Atia arrive to their area she send a messanger to the owner of the land, a Markos, to tell him why they're here and that his land was appointed to them by the king himself.
As they are closing in to Delphi they send a message to the king of Delphi that they are coming and are gonna be stationed there to keep the order of Rome and when possible help Delphi with what they can. A few days later, close to Delphi The right hand of the king of Delphi met up and greet them. He is very polite, almost overly so, and tells them that they can camp about a half day's march from Delphi. That won't do according to Atia and Mettia and after some discussion they have to give them an area close to the city for a third of the troops. The two parts of the troops get one guide each and as The right hand of the king of Delphi leaves they march on. Atia take her cohort and Mettia's third maniple to the big camp further away and Mettia take her forst and second maniple to the area close to Delphi.
Mettia guide show them an area of dried out land, hard totaly dry land with cracks in it. As they stand there the wind blow some dust in their eyes. The area looks like something where factorys once were and strange experiments were carried out. Mettia and the guide exchange polite phrases in something that could be called greek and somewhere along the line the guide calls Mettia a cow, at least that's what Mettia hears. Now the discussion is finished, the greeks may treat their own women like second class humans without citizen rights but no greek shall stand here or anywhere else and call her a cow. She is firstborn, family head-to-be, tribune and lead for 600 legionaries and cavallry and auxilaries. She has the guide to show them another area close to the mountains where there will be shadows all the time instead of sun but that's better. The area is also actually possible to dig trenches in and there's wood for building and fire and grass for the donkies and oxens. It is a little close to The Inspired One's factories though but hopefullly no too bad smoke will blow on them (End of Player's Turn).
As Atia arrive to their area she send a messanger to the owner of the land, a Markos, to tell him why they're here and that his land was appointed to them by the king himself.
Labels:
c2,
Mouse Guard RPG,
Role playing,
Roma obscura,
Rome,
SPQR,
steam punk
Subscribe to:
Posts (Atom)